Marvel Rivals

Marvel Rivals

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These Balance Changes Seem Petty
First of all, I like the fact they are nerfing groot and buffing strange, both make sense. They are also buffing zombie strange by giving him his hand cloak, so strange is getting much needed love after they robbed him last patch. It also changed ranked point distribution, which was one of the main aspects of the healer strike I absolutely agreed with.

However there are some changes that don't make sense. First cap got a nerf after being not trash for an extended period of time, and for some reason bucky is getting buffed again? This is crazy regression back to the meta I didn't like in Season 1.

I understand that people didn't like how strong that dives are, but the only one that got nerfed was spidey, which seems like a pretty crime towards Necros. A lot of early tier lists argue on where spidey goes but the dives that are mutually agreed to be good this season, ironfist and psylocke, are untouched.

I'm glad they didn't nerf dives and I'm glad they only nerfed spidey by making him even harder to play, but it just confuses me.

And lastly pretty much every single support is getting better damage output making some a glorified anti dive in their own right. Some dives who gain overhealth like ironfist and magik should be alright, but again spidey gets hurt here, being the buy far least tanky dive.

It feels like the changes here were only made to counter an apparent dive meta, when in my opinion an anti dive meta far better equates to this season. The more that characters with high mobility and freedom get nerfed, the less fun I feel like I'm going to have.

This feels like an attack against necros alone, and while you may or may not find that justified, I don't like being caught in the cross fire when all I want to do is fly around and have fun.
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Showing 1-8 of 8 comments
as someone who plays spiderman way too much(like almost 30 hours at this point), it should be fine(plus with the extra damage given to supports spiderman is even less likely to get nerfed)
Last edited by doofus0510; Apr 25 @ 4:11pm
Cap is getting nerfed because his surviveability right now is ridiculous. An actually good Cap player can literally run circle around the enemy team and stall them out for his team to respawn and reach point before going down or surviving long enough for the healer(s) to regen his HP.
Iron Fist and Psylocke are actually in decent places this season, so them not getting nerfed before 2.5 lands is correct.
Spider-Man is finally getting a nerf to something I have been saying since Season 0 needed nerfed, the AOE on his uppercut. It's a 10 meter diameter circle, that was allowing him to disrupt full enemy teams by knocking them into the air, including enemies he couldn't even see or knew were there. It has been stupid for a long time and is finally getting addressed. At the time of this post we don't know how much of an AOE reduction, but I hope it's a reduction of half (5 meter radius >> 2.5 meter radius). This will force Spider-Man players to actually get into vulnerable positions to land their uppercut instead of sniping with it.

Everything on this list is a viable direction for the game from what I have seen and experienced myself. This is not a targeted attack against Necros, it's a mistake they are finally fixing with Spider-Man's kit.
Last edited by Shuyin178; Apr 25 @ 4:51pm
Originally posted by Shuyin178:
Cap is getting nerfed because his surviveability right now is ridiculous. An actually good Cap player can literally run circle around the enemy team and stall them out for his team to respawn and reach point before going down or surviving long enough for the healer(s) to regen his HP.
Iron Fist and Psylocke are actually in decent places this season, so them not getting nerfed before 2.5 lands is correct.
Spider-Man is finally getting a nerf to something I have been saying since Season 0 needed nerfed, the AOE on his uppercut. It's a 10 meter diameter circle, that was allowing him to disrupt full enemy teams by knocking them into the air, including enemies he couldn't even see or knew were there. It has been stupid for a long time and is finally getting addressed. At the time of this post we don't know how much of an AOE reduction, but I hope it's a reduction of half (5 meter radius >> 2.5 meter radius). This will force Spider-Man players to actually get into vulnerable positions to land their uppercut instead of sniping with it.

Everything on this list is a viable direction for the game from what I have seen and experienced myself.
honestly a 2.5 meter radius sounds good(it still allows spiderman players to hit opponents while moving at maximum speed while also balancing it to feel a little less bs for support players)
Originally posted by doofus0510:
Originally posted by Shuyin178:
Cap is getting nerfed because his surviveability right now is ridiculous. An actually good Cap player can literally run circle around the enemy team and stall them out for his team to respawn and reach point before going down or surviving long enough for the healer(s) to regen his HP.
Iron Fist and Psylocke are actually in decent places this season, so them not getting nerfed before 2.5 lands is correct.
Spider-Man is finally getting a nerf to something I have been saying since Season 0 needed nerfed, the AOE on his uppercut. It's a 10 meter diameter circle, that was allowing him to disrupt full enemy teams by knocking them into the air, including enemies he couldn't even see or knew were there. It has been stupid for a long time and is finally getting addressed. At the time of this post we don't know how much of an AOE reduction, but I hope it's a reduction of half (5 meter radius >> 2.5 meter radius). This will force Spider-Man players to actually get into vulnerable positions to land their uppercut instead of sniping with it.

Everything on this list is a viable direction for the game from what I have seen and experienced myself.
honestly a 2.5 meter radius sounds good(it still allows spiderman players to hit opponents while moving at maximum speed while also balancing it to feel a little less bs for support players)
Personally, I think his uppercut should be more of a cone or half circle so that he isn't hitting enemies he isn't even looking at, but I'll settle for a radius reduction.
Originally posted by Shuyin178:
Originally posted by doofus0510:
honestly a 2.5 meter radius sounds good(it still allows spiderman players to hit opponents while moving at maximum speed while also balancing it to feel a little less bs for support players)
Personally, I think his uppercut should be more of a cone or half circle so that he isn't hitting enemies he isn't even looking at, but I'll settle for a radius reduction.
honestly i just think while i do play a ton of spiderman it should just not hit below him(really my only gripe with the uppercut)
soso Apr 25 @ 5:00pm 
Cap needs a nerf. The player doesn't even have to be good. If the team has a decent support he can survive the whole match without ever dying. It's kinda ridiculous.
XJ9 Apr 25 @ 5:27pm 
I love these threads with so much garbage information. They don't talk about the topic of their discussion until after.

How about focus on your title, your topic, and then say at the end "I like these changes though". Don't start out with that.
Gratch Apr 25 @ 5:30pm 
Originally posted by ciswhiteheterosexualmalenumber2:
It feels like the changes here were only made to counter an apparent dive meta, when in my opinion an anti dive meta far better equates to this season. The more that characters with high mobility and freedom get nerfed, the less fun I feel like I'm going to have.

They Are an anti dive change, and the reason being currently Strats are constantly getting hit by dive and the team refuses to help cover them 90% of the time, leaving the strats to play a completely different game, then we get called out for "not healing" and reported for throwing because we spend 80%+ of our time trying to run from the 2 shot divers coming for us.
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